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Messages - crusader2010

#151
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.2
January 07, 2018, 04:35:27 AM
Most likely Dinosauria requires a CE patch to work properly. Here we just updated it to work with B18 (+/- A Dog Said). When CE gets a stable release i'm sure someone with proper modding skills will look into it :)
#152
Quote from: XeoNovaDan on January 06, 2018, 12:54:04 PM
Just checked. Turns out that I made an oversight with the direct download version by leaving the old XML patch file in there. Will fix, but everything should still work fine.

Thanks for reporting. :)

Removing the file "VFWE_Factions_Misc.xml" from the "Patches" subfolder seems to fix the errors :) thank you for the quick response!
#153
Releases / Re: [B18] Allow Tool (3.3.0)
January 06, 2018, 05:11:43 PM
Hello. I'm noticing something strange with the "Haul urgently". It rarely seems to consider the stacks of items as the normal "Haul" job does. What I mean is, considering 3 stacks of the same item near each other, "haul urgently" will make 3 pawns go after them, one after each stack, instead of sending just one (which could easily carry all).

Is there any way to force this "stacking" behavior?
#154
Hi,
I'm getting the following console error twice when opening the game:
[Vanilla-Friendly Weapon Expansion] Patch operation Verse.PatchOperationAdd(/FactionDefs/FactionDef[defName = "Tribe"]/pawnGroupMakers/li[1]/options) failed
file: D:\Games\RimWorld B18\Mods\VanillaFriendlyWeaponExpansion\Patches\FactionDefs\VFWE_Factions_Misc.xml
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Mod list attached. Any ideas?

Thanks

[attachment deleted by admin: too old]
#155
Quote from: SargBjornson on January 04, 2018, 01:19:07 PM
That doesn't look like its caused by the mod... Must be a third one...

I think it must be something specific to this patch because without it there are no errors and the error "Could not resolve cross-reference: No Verse.BodyPartGroupDef named LeftLegClawAttackTool found to give to Verse.Tool left claw" makes any sense only in GeneticRimDinosauriaPatch.

Please help me debug this a bit, so I should at least know what to look for.
In \Mods\GeneticRimDinosauriaPatch\Defs\ThingDefs_Races\Races_Animal_Dinohybrids.xml there are 3 lines like this:
<linkedBodyPartsGroup>LeftLegClawAttackTool</linkedBodyPartsGroup>

Shouldn't there be a "parent" group called "LeftLegClawAttackTool" somewhere, to link this to it? I've searched for this in all of my mods and the only references are these 3 lines from this XML.

PS: I'm not playing with A Dog's Said mod. Also, my knowledge of Rimworld modding/structure is very limited.

Thanks  :D

EDIT:
I think I found the reason for the errors:
<BodyPartGroupDef>
    <defName>TailAttackTool</defName>
    <label>tail</label>
  </BodyPartGroupDef>

  <BodyPartGroupDef>
    <defName>ArmClawAttackTool</defName>
    <label>claw</label>
  </BodyPartGroupDef>


These are the only BodyPartGroups for the dinosaurs. What version of Dinosauria did you use (and where from)?
#156
Mods / [Mod request] Change room type
January 04, 2018, 03:59:12 PM
Hi,
I would like a mod that allows the changing of a room type (e.g. from Recreation to Workshop/Dining/etc), if the new type's conditions are met.

Putting some joy objects in a dining room incorrectly changes it to a "recreation" type and I really hate this. It also seems that colonists actually care about this room type, enough that they won't eat at the 2 huge, legendary tables that are present there.

Thanks
#157
@SargBjornson: thanks for also fixing the error I posted earlier on this page :)

Also, I have some errors with the Dinosauria Patch (see attached files). When I remove this patch the errors are gone. I attached a ModsConfig.xml without the patch.

I tried the following mod loading orders:  Dinosauria - GeneticRim - Patch;  GeneticRim - Dinosauria - Patch.
Same errors every time.



[attachment deleted by admin: too old]
#158
Releases / Re: [B18] Psychology (2017-12-25)
January 03, 2018, 03:13:03 PM
Hello,

I'm getting the following console exception:

Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Psychology.JobGiver_SpendTimeTogether.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Thanks :)

[attachment deleted by admin: too old]
#159
Outdated / Re: [A17] Feed the Colonists
January 03, 2018, 02:24:41 PM
The base folder of any mod (i.e. the folder containing the subfolders "About", "Defs", etc) should be named after the mod, but without any version and such as a prefix or suffix. Why? because after each update to the mod, you should also update the name of the base folder, which means that each new version will have a new base folder in the "Mods" folder of Rimworld, which means we need to keep renaming and deleting stuff to update a mod to a new version (be it a new mod build or a new Rimworld version) :)
#160
Any chance for an update to B18? :)
#161
Outdated / Re: [A17] Lockable Doors
January 02, 2018, 11:07:29 AM
Any chance for a B18 update for this mod? Maybe some configurable options for pets too? :D
#162
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.2
January 02, 2018, 08:53:51 AM
Quote from: JinxVanAshke on January 01, 2018, 10:37:17 PM
Quote from: crusader2010 on December 31, 2017, 07:47:23 PM
With help from a fellow modder, I managed to get rid of the last two errors too. Reuploaded the new version here:
https://mega.nz/#!cMVCkaKK!jWZpJyGD0tLaME_szV9mtpHT2zsNki0IICwYhWQD7JA

@JinxVanAshke: still looking into how I was getting the errors (each time Rimworld started) and you were not. It doesn't make sense, yet.

So to add to the oddness. I was still using my original file since I got no errors. I downloaded the Giddy-up caravan mod. (Already was using the Core and battle mounts.) Once I activated that, console full of red errors.

I think Dinosauria needs a patch to make the animals rideable, so you should get errors :) by any chance, did you try Dinosauria only with Core in a new game? (and maybe Animal Logic).
#163
Thanks for the quick update! Going to try it now (in an existing save). About the boomalopes/boomrats, one idea would be to make some predators eat them whole (e.g. creatures from Megafauna mod), thus preventing their explosion (somehow). Or to change (if possible) what predators want to eat based on the ratio of the prey on the map (i.e. if 70% are boomalopes, they should try to go for them instead of a lonely squirrel).
#164
Mods / Re: Help finding a mod.
January 02, 2018, 08:37:53 AM
#165
Hi. Might I suggest some QOL changes?
1. Change the ratio of [prey/predators] a bit... my map had like [~60%/~40%], which is a huge amount of predators, for any map.
2. Make predators not attack each other and change their hunger rate according to how much prey there is in their immediate vicinity (let's say 10-15 tiles?). Minimum hunger rate = vanilla value (the higher the rate, the faster they need to eat something).

3. Make predators stop spawning inside unrevealed areas or inside mountains. It's really annoying to find creatures digging through the mountain to get to your base, just because they spawned in a 3x3 area somewhere.

Thanks :)